#Space Age Galore Galore
1 messages · Page 1 of 1 (latest)
that lithium plate to lithium recipe will be very funny for quality cycling
I didn't think of that lol
I didn't exactly have much time to think too hard about the recipes when I made all 20 in less than an hour
I mean I'm not saying it's a bad thing, it's not like quality lithium is even that useful
it just needs to refuse prod
I mean, lithium is used in making 2 different science packs, so I'd say it's kinda important
is anyone making quality promethium science???
Well with the promethium asteroid crushing recipe added by SA Galore, it's much easier
Ehh, you'd need quality biter eggs too
I will say I like the fluoroketone module recipes
What do you think of the quantum space platform starter pack recipe?
I'm not sure I'd use it personally (since by the time you have quantum processors you have about twelve million blue chips lying around) and I'm also not sure why it can't be made in assembler 1s
it doesn't have a fluid input, so
I think anything involving quantum processors in general kinda has to contend with the roadblock of "you're at the arse-end of the game already, this has to be competitive with pre-existing builds"
Maybe it should use less steel and foundations?
SA Galore actually helps with that too, as it adds alternate recipes for biter eggs that are much faster
wait there's one that takes petgas barrels to make biter eggs isn't there
Yeah, and another that uses nutrients
legendary steel → legendary barrels → legendary petgas barrel → ??? → profit
Holy shit, I didn't realize that
Although if I remember correctly it doesn't always return the barrel, so you'd still need to make legendary steel, but that's a piece of cake
-# LDS shuffle my beloved
The starter pack recipe is the only one that I don't see a real use for to be fair (20 blue chips at endgame is barely more expensive than a quantum processor and you probably have starter packs automated already), the rest seem like they'd have fun alternative uses in some instances
good stuff overall
lithium plate / fusion cell rocket part seems especially well suited for aquilo launches
Yeah, although it turns out that rocket part recipes can't increment the counter by more than 1 at a time, even if you define a result of say, 5 rocket parts
So that recipe isn't anywhere near as good as I'd like
The recipes look pretty cool! Also didn't expect the return of the tungsten engine unit recipe XD
Yeah when I added those recipes I was hoping I could make the normal quality only but unfortunately that wasn't possible and besides, I think it's kinda fun to discover things like this.
Galore has many LDS-Shuffle like quality tricks hidden in its recipe chains, I didn't put them there intentionally but I'm not putting any effort in preventing them either. Just a bonus that you get when you add 200+ recipes I suppose :D
this allows batteries of any quality right?
It's all fluid, so it only outputs common* batteries
*modified by quality modules, but common at base
Yeah, I did take a look at the removed recipes
I just added 2 more recipes, so now it's at 22
and I also released it too
https://mods.factorio.com/mod/galore-squared
edible rocket lol
how reasonable would it be to make promethium science from pentapod eggs? I'm worried that the 15m spoil time is too short to get to the solar system edge
biter eggs are already pushing it and pentapod eggs are half the spoil time, if there was a recipe to refresh pentapod eggs on a space platform then maybe but it's dicey
well you only need to travel about 150 km/s to get from gleba to the system edge in 15 minutes, and it's very possible to go much faster than that
1000 km/s is pretty easily done with a small space platform
29 recipes now :3
I'm making these recipes a lot slower than the original 20. It's no surprise that it's difficult to think of ideas for more alt recipes when there's already 200 of them
You know what would be cool?
Satisfactory-esque wrecks on all planets that need power/materials to award a couple random recipes from your set from which you can select one to discard the other. Not all your recipes would fit but could be fun to have the really broken ones in there 😅
is this maybe a few too many rocket part recipes?
It is untapped design space, I say the more the merrier
I also changed the rocket part recipes so they're made outside of a rocket silo
because otherwise I couldn't have recipes that make multiple rocket parts
well, I could, they just wouldn't do anything different
I have now reverted this change, I just made another mod that makes recipes that output multiple rocket parts actually increment the counter more
just added a recipe for organic quantum processor, using pentapod eggs for a little bit of an extra challenge
and the entire kitchen sink apparently
I added a few more rocket part recipes, and now there's 13 of them
well now I'm starting to think I'm going a bit too far, it now has the most recipes, by quite a bit
and green circuits having the second most, with 8
I should seriously stop now
btw the multi rocket part recipe submod has compatibility issues with specifically maraxsis installed and i'm not entirely sure why
this pops up when opening any inventory if you have both multi rocket part recipe and maraxsis installed
you can easily replicate this by just installing both and then opening the crashed spaceship's inventory on a new save
i'm wondering why something that's meant to be tied to object destroyed is even running when opening an inventory, there's definitely something weird going on there
Yeah, this is very odd behavior
ok so doing further testing, having an if unit_number then check makes it not crash but maraxsis still makes the extra rocket silo recipe thing useless since it locks silo recipes by default
Also, the liquid fuel / lithium plate rocket part recipe making 150 parts feels a bit redundant when 100 is the max a single silo can hold
yeah, I didn't realize that at first